// Do currently edited materials have different render queue values?
private bool HasMultipleMixedQueueValues()
{
int queue = ShaderUtil.GetMaterialRawRenderQueue(targets[0] as Material);
for (int i = 1; i < targets.Length; ++i)
{
if (queue != ShaderUtil.GetMaterialRawRenderQueue(targets[i] as Material))
{
return(true);
}
}
return(false);
}